/// <summary> /// 设置已有角色职业信息列表 /// </summary> /// <param name="roleItems"></param> public void SetRoleList(List <RoleOperation_LogOnGameServerReturnProto.RoleItem> roleItems, Action <int> selectRoleCallback) { if (RoleItemObj != null && RoleItemObj.Count > 0) { for (int i = 0; i < RoleItemObj.Count; i++) { DestroyImmediate(RoleItemObj[i]); } RoleItemObj.Clear(); } if (roleItems != null && roleItems.Count > 0) { for (int i = 0; i < roleItems.Count; i++) { //开始克隆预设 GameObject obj = Instantiate <GameObject>(m_RoleItemPrefab.gameObject); obj.transform.SetParent(m_RoleListContainer); obj.transform.localScale = Vector3.one; obj.transform.localPosition = Vector3.zero; obj.transform.localPosition -= new Vector3(0, 80 * i + 5, 0); RoleItemObj.Add(obj); UISelectRoleRoleItemView roleItemView = obj.GetComponent <UISelectRoleRoleItemView>(); roleItemView.SetUI(roleItems[i].RoleNickName, roleItems[i].RoleLevel, roleItems[i].RoleId, roleItems[i].RoleJob, m_RoleHeadSprite[roleItems[i].RoleJob - 1], selectRoleCallback); } } }
/// <summary> /// 设置已有角色 /// </summary> /// <param name="list"></param> public void SetRoleList(List <RoleOperation_LogOnGameServerReturnProto.RoleItem> list, Action <int> OnSelectRole) { ClearRoleListUI(); for (int i = 0; i < list.Count; i++) { //克隆UI GameObject obj = Instantiate(m_RoleItemPrefab); UISelectRoleRoleItemView view = obj.GetComponent <UISelectRoleRoleItemView>(); if (view != null) { view.SetUI(list[i].RoleId, list[i].RoleNickName, list[i].RoleLevel, list[i].RoleJob, m_RoleHeadPic[list[i].RoleJob - 1], OnSelectRole); m_RoleItemViewList.Add(view); } obj.transform.parent = m_RoleListContainer; obj.transform.localScale = Vector3.one; obj.transform.localPosition = new Vector3(0, -100 * i, 0); } }